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Player Features and Ideas Discussion

 
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MJDs reload UI please

Author
Saisin
Chao3's Rogue Operatives Corp
#1 - 2014-07-01 02:14:39 UTC
Could the MJDs have the "reload" UI that was recently introduced..
I understand it does not really reload like a probe launcher or turrets, but it would be nice to see the reload timer displayed around the module. To clearly show when it is ready to be used again...

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Vadeim Rizen
Center for Advanced Studies
Gallente Federation
#2 - 2014-07-01 15:12:06 UTC
Seems simple. +1
Fer'isam K'ahn
SAS Veterinarians
#3 - 2014-07-01 15:15:49 UTC
+1

Though pre activation already tells you the seconds remaining.
JAF Anders
Adenosine Inhibition
#4 - 2014-07-01 19:29:51 UTC
This makes too much sense.

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Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#5 - 2014-07-01 20:30:22 UTC
Seriously- there's no way to tell, unless you wanna use a stopwatch or something- while we're at it, do the same thing for cloak reactivation, maybe Cool

+1
Matt Ellis
Caldari Provisions
Caldari State
#6 - 2014-07-01 20:32:55 UTC
+1. Seems like a no brainer
w3ak3stl1nk
Hedion University
#7 - 2014-07-01 21:35:47 UTC
Still think activation/spin up should be instant so timer can be for the spin down... Kinda like how shield booster is at start of cycle

Is that my two cents or yours?

Matt Ellis
Caldari Provisions
Caldari State
#8 - 2014-07-01 22:06:59 UTC
w3ak3stl1nk wrote:
Still think activation/spin up should be instant so timer can be for the spin down... Kinda like how shield booster is at start of cycle


So with that logic, MJD doesn't need ANY time to charge up.

The OP was talking about the 3 minute timer on the jump drives which are communicated when you attempt to activate the module before this timer is up. Invisible timers suck...
w3ak3stl1nk
Hedion University
#9 - 2014-07-01 22:25:09 UTC
Last time they asked for a timer they did it for the spool up. If it kept blinking like it was reloading that would work also

Is that my two cents or yours?

Remy Nolen
Sama Guild
#10 - 2014-07-01 23:49:40 UTC
I'm guessing it was overlooked/complicated because of the scram check.
Sobaan Tali
Caldari Quick Reaction Force
#11 - 2014-07-02 00:12:48 UTC  |  Edited by: Sobaan Tali
I honestly don't even understand why reload timers were introduced but this was left out, since MJDs were among the first things I thought of when I read Kronos' patch notes. I guess because technically it's a cooldown period and not an actual reload. Semantics aside, CCP please add.

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Sonmi Teng
Doomheim
#12 - 2014-07-05 17:49:54 UTC
+1 No reason why it shouldn't
Arctic Estidal
Viziam
Amarr Empire
#13 - 2014-07-15 11:42:56 UTC
+1 Definitely required.